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- #ifndef SPINE_OUTLINE_PASS_URP_INCLUDED
- #define SPINE_OUTLINE_PASS_URP_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
- #include "SpineCoreShaders/Spine-Outline-Common.cginc"
- struct VertexInput {
- float4 positionOS : POSITION;
- float2 uv : TEXCOORD0;
- float4 vertexColor : COLOR;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct VertexOutput {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- float vertexColorAlpha : COLOR;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- VertexOutput vertOutline(VertexInput v) {
- VertexOutput o;
- UNITY_SETUP_INSTANCE_ID(v);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- o.pos = TransformObjectToHClip(v.positionOS.xyz);
- o.uv = v.uv;
- o.vertexColorAlpha = v.vertexColor.a;
- return o;
- }
- float4 fragOutline(VertexOutput i) : SV_Target{
- float4 texColor = computeOutlinePixel(_MainTex, _MainTex_TexelSize.xy, i.uv, i.vertexColorAlpha,
- _OutlineWidth, _OutlineReferenceTexWidth, _OutlineMipLevel,
- _OutlineSmoothness, _ThresholdEnd, _OutlineColor);
- return texColor;
- }
- #endif
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